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181
Fixed Bugs / Update: Belmir Quest Bugged!
« on: March 27, 2015, 06:14:51 pm »
Description: TPerry the Falcon Delivery man repeating steps in the quest.  I do the intro dialogue to get the quest and he sends me to Maeve in Fort Wayfare.  I give her the letter and she pays me the xp and the 50 gold.  The Journal appears to be updated, telling me that Maeve has her mail and to go see Perry again.  I talk to Perry and he starts all over as if I first met him.  The Journal still says Maeve has her mail.  I return to Maeve and she pays me again.  Tried saving in between trips, logging out and relogging but poor Perry seems to be stuck in Groundhog's Day.  He never seems to remember Belmir.Update: Same seems to be happening with belmir and Ezekiel.  This time he sent me to get the lantern which I retrieved, and won't let me turn it in.  I think there must be something wrong with Belmir's character in that the server is not remembering which steps he is in on quests.  Trying to relog and see if it fixes.  Maybe I =c noneeded my orb too soon?Basically what it looks like is that NPC questgiveres only give him step one on any quest.  If they give him a physical item to deliver, then they will take that item and give a reward, but they never seem to progress him past step one in the quest tree.  Luckily, explorer badges seem to be taking, but I wonder fi that's only because the first one is a Step One?Location: CenterVerified: Replicated twice, and on two seperate quests, Seemd to be intregal to BelmirReproducable: Replicated twice
The following users thanked this post: Acacea, willhoff

182
Layonara Server / Version 3.54 is online!
« on: March 21, 2015, 01:14:42 am »

Version 3.54 is online!

A lot of performance improvements under the hood that probably wouldn't excite you much and a few new goodies.

Fixes:

  • Complete reworking of rest logic. No more double messages, nicer coloured feedback. Interrupted rests now only require player level/5 minutes before another rest. So a Level 15 would only have to wait 3 minutes. Any interrupted rests now reset the player's HP to what it was before resting. DMs can now drop a safe rest tent anywhere with =c makeplc dm_safe_rest

  • Fixed the spell tracking system to be much more efficient. Also spells should cast a fractionally quicker time

  • If a player is bound to a no longer existing bindstone then set it to Center

  • North Point Craft Hall stairs should no longer get players stuck

  • Fixed an issue with the Wildflower Heaven token.

  • Crafting Top 10 now shows active players in last 90 days in the top 10 not just those that have recently crafted (and gained crafting XP).

  • Server status now keeps a better track of players logged in instead of a lag before they're off it should be fairly immediate (well within the 1 minute refresh)

Additions:

    [li]

    Updated Cave of the Snake on Dregar[/li][li]

    New Spellbook Saving/Restore System, type =c sb or read this.[/li][/list]

Other updates:

  • Significant reworking of the database. I'd get into the nitty gritty but I doubt many people would be interested.

  • Move some variables from the database to the Gem of Rememberance

  • More performance improvements in many areas, crafting, death, logging in

Also thank Guardian-452 for the update area, hopefully more to come!

-orth


183
Layonara Server / Coming Soon! Saved Spellbooks
« on: March 15, 2015, 10:22:16 pm »
Are you tired of constantly rearranging your spellbook depending on where you're heading or who you're with? Well I'm please to introduce a new system that saves your spellbooks to the db which you can restore at any time.Here's how it works:Get your spellbook all prepared and then use the =c sb save command and specify a name for your spellbook, for example =c sb save defaultNow say for example Plen is going to craft a bunch of raise dead scrolls so he replaces all his spells at Level 5 and Level 9 with Raise Dead (he uses Quickened Raise Dead spells so he can craft more at once). Once he's done he can restore his spellbook with =c sb restore default and all the spells he had set up before are replaced once again. Note: When using this system all spells are restored as used up, so it's best to do this right before resting.Now Plen realizes that it would make sense to actually set up a spellbook for crafting Raise Dead scrolls, so before I craft my scrolls I'll set up a spellbook for that with =c sb save craftraisedead that way before he crafts Raise Dead scrolls again he can just use =c sb restore craftraisedeadNext time Plen is out with a group of people he may want to save his spellbook once it's all set up, he may have many depending on how many people are with him or perhaps his planned role (healing/defensive/offensive). So he might do =c sb save partyof5 once he's all prepared, then he can restore that again later in the future when he's with close to or the same sized party.Other associated commands:
  • =c sb list will list all your spellbooks
  • =c sb describe bookname will show all the spells (and their metamagic if applicable) for each level in that book
  • =c sb delete bookname will remove a spellbook entry
  • =c sb replace bookname will overwrite the current entry for that book with your current spells
The system takes the first class that is a caster class with a spellbook (Cleric, Druid, Paladin, Ranger, Wizard) when using the =c sb save command. If you have more than one casting class with a spellbook then you must use one of the following commands:
  • =c sb savecleric
  • =c sb savedruid
  • =c sb savepaladin
  • =c sb saveranger
  • =c sb savewizard
So for example if you had a Wizard/Druid character (Wizard being your first class), if you used =c sb save default for example then it would save your wizard's spellbook under the name default. Then you would have to use =c sb savedruid defaultdruid for the druid's spellbook. Note, all spellbook names must be different per character, even if they're for different spellcasting classes.If for some reason you have more spells memorized in a spellbook then you have slots available for restoring (maybe you were wearing more modifying jewelry when you saved) then it will just fail to populate those missing slots but everything else will work.If you just type out =c sb[/b] you will be told all the available commands.I hope you enjoy this new feature, it should be coming with the next update which won't be too long away. I'm also working on a similar system for Quickbars too. Not sure if that will be ready in the same update or will be in one down the road. 

184
Layonara Server / Error with Oxen Logging In With Player
« on: March 11, 2015, 09:15:58 pm »
I made an error on the live db and accidentally removed some values thinking I was on my testing db. This is going to cause one's ox to log in with the player the next time they log in. My sincere apologies!If this causes you any out of sorts of grief please let me know. If you login to a place where you definitely do not want your ox then please log off and post asking for a GM to help port you to somewhere to tie it down.Edit: Also your ox's name will have been lost!Sorry!orth
The following users thanked this post: Tobias, lonnarin, miltonyorkcastle, Dorax Windsmith, Acacea, cbnicholson, davidhoff, willhoff

185
Layonara Server / Version 3.53 is online!
« on: March 08, 2015, 03:08:11 pm »

Version 3.53 is online!

Just a few tweaks and additions here and there.

Fixes:

  • Fixed Leringard Arms not having the onenter script defined

  • Fixed two of the Deep areas having the same tag

  • Fixed house key reporting as useless when they weren't really

  • Make sure the player list gets updated after dubbing and when new players login

  • Clean up the logic for when encounters are exhausted to hopefully help the issue where encounters would respawn soon after they were all defeated.

Additions:

    [li]

    Added a new furniture item Easel. The Easel can be written upon for signs for shops or notifications to players entering your home or perhaps innkeepers with notices. Deeds available at the furniture merchants. They're around 200 gold.[/li][/list]

Other updates:

  • Moved tracking of hunger/thirst and cold from the db to the gem of rememberance

  • Removed some more unused scripts related to an ox system from 2003

  • More DB improvements specifically related to merchant discounts and temple donations

  • Removed hard coded easel from Angels guild so they can use the furniture item.

  • Removed a quill warning which was no longer applicable since SetName was added by Bioware.

 

-orth


186
Layonara Server / Version 3.52 is online!
« on: March 05, 2015, 10:33:03 am »

Version 3.52 is online!

Was going to do this tonight but the server was empty and despite not being able to get in game until later I've faith in my changes! (Read: everything's going to be broken) Couple of tweaks and bug fixes as the dust settles on the big update.

Fixes:

  • Fixed the player list showing Someone even after introduced

  • Delvers should not have been destroying weapons in the Mistone Deep

  • Fixed CNR skins not being created on occasion

  • Restored Pawn Shop to Fort Miritix

  • Added mangled titanium as a biproduct to failed arrowheads

  • Fixed a bug that was creating more RNQs than 6.

Additions:

    [li]

    If an RNQ NPC is awaiting a yes/no answer and the player says neither (or she doesn't understand) then re ask the question[/li][/list]

    [li]

    Cleaned up a bit of the verbiage used for languages. [/li][li]

    Make sure GMs always see translated versions of language usage[/li][/list]

    Other updates:

    • More performance improvements, removed some unneeded scripts and reworked some persistent storage

    • No longer store the Layonara Date/Time on the db, instead we convert on the fly. 

    • Limit the storage log to only show the last 50 additions/removals. If more is needed for whatever reason let me know but it's a significant toll on the system.

    • The furniture system would loop through 40 times trying to add 5 new pieces of furniture, instead stop the loop at the count of furniture they have instead of the MAX 200. Bit of a performance increase.

     

    -orth


187
Fixed Bugs / Bug with Player List showing known players as Someone
« on: March 27, 2015, 06:17:47 pm »
I'm really, really frustrated by the current Player List, where even people you know are listed as 'Someone'.  Getting together is just about impossible.  Last night I was reduced to asking successive 'Someones' whether they were Daniel.  It just about ruined my night.  I thought that once we'd identified someone, that person's name showed on the list.  Any hope of help for this?Oh, I've tried using forum i.d. in a tell.  Doesn't work.
The following users thanked this post: cbnicholson

188
Layonara Server / Version 3.51 is online!
« on: March 01, 2015, 04:42:46 pm »

Version 3.51 is online!

This was a quick fix I updated with yesterday (and a hotfix on Friday) that I didn't get the chance to summarize the small details out.

Fixes:

  • Fixed a bug that had CNR loading really slow.

  • Fixed a bug with messages through the web site to characters not functioning

  • Fixed a critical bug with inserting containers into crates/chests

  • Allow for the new adventuring kits to be stored in banks or furniture

  • A couple RNQ (Random NPC Quest) tweaks and performance improvements

Additions:

    [li]

    Consecrate symbol no longer destroys the old amulet and creates a copy of the properties on the ugly yellow thing. It simply updates the tag properly and changes the name to include (Consecrated)[/li][/list]

    [li]

    Created a new journal book called A Book of Fixes and moved some of the actions to there.[/li][li]

    Introduced a fix to the ultravision, true seeing and darkness bug where after it wears off you couldn't see any players any more. This was only corrected with a relog before but now you can just use =c fixuvbug[/li][li]

    The old emote wand used to be used to save a ton of variables related to spell casting but those vars were moved to the gem of rememberance. A new function replaces the wand with a clean one if they have one.[/li][/list]

    Other updates:

    • More db performance improvements

    • Integrated new incremental backup system with no noticeable impact on the NWN server

     

    -orth


189
Rumour Has It / An invitation from The Bird Lord
« on: February 28, 2015, 11:37:14 am »

To friends and fellow adventurers,

I ask your presence at Bloody Gate on Augra 21 to join myself in a parley with the one known as Milara as we trek to Skull Hill. The subject of the negotiations and discussions are currently unknown. Be warned that any offensive maneuvres may end with your death or worse, the disruption of the negotiations and the possibility of further complications with current grand events involving the constellations, the fastrot and dragons.

Warm regards,

Plenarius

The following users thanked this post: swoop, Dorax Windsmith, ShiffDrgnhrt, Charm2009

190
I'm frustrated to report there was a bug with the storage system not saving containers within crates/chests properly. I have compiled a list of the players impacted and we will have to restore from backups which were before the server move. If you have made any changes to the contents of the boxes that were stored in these containers then we will happily restore them. Unfortunately I'm still at work and can't get in game to perform the restoration from backups so I won't be able to assess everything until later today. Based on storage logs the following players are impacted.
  • Ferrit Pandorn
  • Daniel Benjamin Poetr
  • Olmae
  • Cherry
  • Ryubi Jingles
  • Celador Blackleaf
The latest module update should no longer have this problem.-orth 
 
The following users thanked this post: miltonyorkcastle, Serissa, cbnicholson, willhoff, Cherry

191
Layonara Server / Version 3.50 is coming!
« on: March 05, 2015, 05:43:40 pm »

Version 3.50 is coming!

Could be tonight, most likely tomorrow night. The server is going to be down for a couple hours as I will need to sync the vaults and do the db conversion. The server is going to be moved to a new IP Address. The DNS for xora.layonara.com will work after it propagates around the internet but in the meantime you will need the new IP Address. I will give that out in a followup post.
 
You will need to update the control hak and the tlk, I'm just making sure there aren't any last minute additions to them after some final testing before I make them available. They're small files though the both of them. I will give links to these files in a followup post as well.
 
Very important note for the next update:
 
The linux NWN server is case sensitive when it comes to your Bioware name. You must use the same upper/lowercase characters for your Bioware login that you did when you created your first character on Layonara. You can't login as Orth for example when you created your first character as orth. If you do you'll see no characters in your vault.
 
If you're unsure the exact case sensitivity you used for your first character and you see an empty vault, Dorg or I can let you know the proper case sensitivity.
 
Fixes:
  • AoE Improvements for Storm of Vengeance, Web, Grease, Stonehold
  • Fix some of the Goblin creation logic for player Goblins
  • Fix Harpies producing TMIs
  • Acacea's Irrestible Dance should not work on those immune to mind spells
  • Removed Greater Sanctuary from creatures
  • Properly close all colour tags on items/placeables/scrolls so the colour doesn't bleed
  • Quill System "undo" command was fixed
  • GMs no longer "suffer" cold, heh, also cleaned up a lot of their logic to ignore hunger/thirst/cold
  • Make quill system persistent across resets
  • Fixed some weirdness with the house key dialog showing that you didn't have the right key even though you did
  • Rebalancing Mistone Deep areas
Storage System Fixes and Updates:
  • The crates will never eat your gold, all gold will always be accounted for and returned after resets. If you deposit a stack with more than 50,000 gold pieces it will be split upon the next server reset.
  • Weirdness with stacks is no longer an issue. Stacks are added and removed and logged appropriately with number in the stacks. Players may notice if they remove a stack from a crate it will not merge with a stack they already have when they first receive it. They can stack it right after they remove it though once it's in their inventory.
  • Sometimes the server would think you were too far from a crate when on horseback to do the right thing, doesn't happen any more. You probably shouldn't be managing crates on horseback, but I prefered not having weird things happen if you were
  • Bank crates now show their contents and transaction log per character upon examine
  • Crate and chest appearances can be changed using =c setapp CrateName to # where CrateName is the name of your crate and the # is a value anywhere between 1 and 21. Players must leave and return to the area to see the change though!
  • No more bank chest in use bugs!
Additions:
  • Dynamic Name System - Read Here
  • Random NPC Quest System - Read Here
  • Added ability to remove Charles Dawson's Book if you don't want it, use =c noneed chuckdbook
  • Use nwnx SetCurrentHitPoints to change PCs HP when logging in instead of the old way that did magical damage
  • Added journal entries for using voice activated emotes, sounds and actions
  • Updated Mountains of Madness and surrounding areas
  • You can store unidentified items on your ox now
  • System checks for banned players before they can even login.
  • System checks for players attempting to play from same IP and same Client Port and disallows
  • Players can set their character's description any time they want. Title any parchment "My Description" then write on it and use =c setmydesc and your player's description will change to what's on the parchment.
  • GMs can rename areas.
  • Introduction to area tracking logic for PC diversification system coming in a future update
  • GMs can now create transitions wherever they want. Whether its a "hole" showing up in the middle of Center or a doorway that leads to a Quest Area, they can plop them down on the fly.
  • Use PlayAnimation instead of ActionOpenDoor for player housing as it's quicker and doesn't need to wait for a queue, also made the door stay open a bit longer.
  • Player's bic file and portrait are now stored on the db for nicer integration with the web site
  • Updated the portal FX
Performance Improvements:
  • Remove old unused scripts and resources
  • Clean up OnActivate script to be faster
  • Login is much faster polling the db a lot less when first coming into the world, you should notice the difference.  Also removed a two functions that were rerunning through every step of the login process (17 times!)
  • All strings have been replaced with string references, this improves bandwidth and performance. Think about it this way, when you're in a party of 6 people whenever a PC would damage a Forest Giant Feller of a Broken Glade Clan the server would have to tell each client the name which is 43 bytes of data (43 characters in his name) to 6 players. Now it just tells the players to look up string reference for example, 16774043 from the layonara TLK which is 4 bytes of data. Multiply this by many names and many activities happening and you can see how this improves things.
  • The new server's CPU has been isolated so it's completely dedicated to nwn
  • The DB has been vastly reworked and improved in performance and integrity. Before many queries to the DB would look up things based upon your Bioware name and Character name. All players are assigned an ID and it's this ID that is used throughout the code now.
  • Use new nwnx GetSystemTime() to get epoch instead of polling the db for UNIX_TIMESTAMP(now())
  • Removed some unneeded heartbeats
  • OnSpawn is faster for creatures as the checks for loot drops have been made more efficient.
  • OnAcquireItem is faster for creatures, makes spawning quicker too
  • Improved performance so houses being opened won't lag the server
  • General improvements in areas where logic should be ignored for GMs
  • Move some unused areas out of the module for now
  • Creatures don't use up their buffs on module load
  • Logic to give the WL their quest items no longer needed as they've all been handed out
 
It feels like we did more, can't wait to get in and play! Thanks to Dorg, rowana and Alatriel for a hand here and there.
-orth

192
Layonara Server / Coming Soon! Dynamic Names
« on: February 08, 2015, 05:57:10 pm »
I wanted to give the community a heads up on the new system that will hopefully be arriving in the next update. We are going to be introducing dynamic names to the world. What are dynamic names? Well now whenever you don't know a character all you will see above them or when they talk and other events is "Someone". It will be up the characters to introduce themselves to others or for your character to dub that character with a name.Associated commands will be:
  • =c intro
  • =c introparty
  • =c introarea
  • =c dub
To introduce yourself to an individual you use =c intro Plen for example. This will find the closest PC to your PC and introduce yourselves as that name to them. This will then change it so the other character sees Plen instead of Someone. =c introparty The Bird Lord for example would do the same thing but for all characters in your party. The same for =c introarea Feathers for example but it will work on any players in the immediate vicinity. If you would prefer to see someone's name as something else, you can forego their introduction and use =c dub instead. This works on the closest PC to your PC. For example, Connor could be near Plenarius and do =c dub Werechicken. If you have someone dubbed, from that point onward any time the player introduces themselves, it will ignore the introduction and use what you have dubbed them as.This will be a bit confusing at first when everyone is "Someone" but it should gradually get all worked out. You don't have to RP the introduction or dubbing of a PC who your PC knows well enough, just run the command(s). (Though feel free to RP it if you want!)Certain parts of the game world will still use your real name. For example the looter notification shows a Floating Message above the player to anyone that's nearby and can't be personalized on a per player basis. Storage logs on crates will still use the original name. There will be other cases we discover too, some will be fixed, some may not be able to be fixed.We hope this will help encourage the RP aspect of ones true name being held secret if they wish it that way. Also characters can use aliases to some if they so desire. Sometimes we're even confused/forgetful if one of our characters has met another yet, so this should help too. GMs always see your real name of course, but they too can dub you something else if they prefer.  (i.e. =c dub Victim #5) *gm grin*If you have any further ideas or just questions or comments, fire away. This isn't a set in stone update if players aren't thrilled about the idea but we think it will be a really fun addition.-orth

193
Fixed Bugs / Drops Hiatus
« on: March 04, 2015, 08:04:27 pm »
I was just wondering, did the drops get dropped? We were traveling for some time, beat down a bunch of bigger-then-us bad guys (not saying a lot since it was halflings and a dwarf), and not a single drop...for hours (gold, cure potions, and bandages excluded).  Are they going to come back, being revised, gone forever...?
The following users thanked this post: swoop, davidhoff, Dremora

194
Fixed Bugs / Storm of Vengeance
« on: March 04, 2015, 08:05:58 pm »
Hi, I apologize ahead of time if I am not using the correct terminology. I noticed that after the update 3.40.1, where the AoE was fixed, did that reduce the frequency where the enemy has to make a save so that the storm of vengeance will strike them? I am asking this because I notice that before the update, 2 storms would easily kill 2 Great Forest giants. Now, you'll be lucky if 2 storms would "badly wounded" the two giants. My character is a level 28 cleric, the DC on her storm is 29. I have tested several times where I would go invisible and cast the storm on the two giants right outside of Hilm Castle. I would fight/hit them as well but it seems like the storm is not striking the giants as often. I guess what I am trying to say is, before it seems like the giant would attempt to make a save every round. Now, it seems like the giant would only attempt to make the save every 3 or 4 rounds (that might seem like an exaggeration but the idea is there). Did the frequency for the storm of vengeance to strike the enemies reduce?  

Version 3.40.1 is online!

Not much to this one except a couple nice to haves. You will need the following updated ctrl hak, don't worry it's quite a small file:

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layo_ctrlv3r19.rar (353KB)

Fixes:

  • Shield of Faith spell script was signalling wrong event

  • Endure elements wasn't taking into account extended spell

  • Added area tile edge files

  • =c fixhorsehead if you get stuck with a horsehead

  • Fix couple transitions which pointed you the wrong way

  • Fixed rest area in Angels Guild Hall

  • Length of time a merchant had +/- feelings for you could be in negative

  • Fix issue with not being sent back to your bind point when it was on former Central server when respawning

  • House had the name Pranzis instead or Prantz

Additions:

    [li]

    Tweak AoE spells to last better in lag and with the caster moving[/li][li]

    Silence spell ignores ally's SR[/li][/list]

    [li]

    Few more bosses give boss XP[/li][/list]

    Other updates:

    The following users thanked this post: RollinsCat

195
Rumour Has It / Seeking information on additional results of tremors
« on: January 30, 2015, 11:29:42 am »
*posted around various inns and taverns on Mistone and brought up with some of the Town Criers*Are you aware of any reports of any new gaps in the surfaces of areas caused by the tremors? Perhaps at the base of caves or such where new depths deeper into the ground have been discovered?  Maybe you're seeing creatures you've never seen before in areas they've never been before? Recently we discovered a passage at the base of the Dungeon of the Eye and I'm looking for information on any more. Any new information would be welcome. Katia's Embrace,Plenarius Ashaley 
The following users thanked this post: miltonyorkcastle, cbnicholson, davidhoff, willhoff

196
Layonara Server / Version 3.40.2 is online!
« on: January 24, 2015, 12:25:34 pm »

Version 3.40.2 is online!

No new downloads required for this one. Just a few tweaks and nice to haves added here and there but a significant set of new areas added by Dorganath as well! 

Fixes:

  • Glyph of Warding was never working well, fixed that.

  • Fixed silver/titanium enhancements to apply piercing damage bonus for slashing weapons. You can fix existing slashing weapons by wielding the weapon and typing: =c fixracialslashing

  • Cleaned up some high lag areas due to way too many spawns which didn't present more of a challenge

  • Fixed an issue with Captain Trent's conversation in Port Hempstead referring to an older quest

Additions:

    [li]

    Unused undroppable items can be removed by the player with =c noneed . For example =c noneed emotewand. Type =c noneed on its own to get a list of items you can have removed[/li][li]

    Added some brewer's yeast and empty bottles to the Great Spikes outpost. [/li][/list]


197
Layonara Server / Sending Bird Messages from the Web Site Is Back!
« on: January 08, 2015, 03:57:54 pm »
For those of you who have associated characters through the web interface, you can now send bird messages to players in game. The system is a bit simplistic to start but it serves its purpose.Simply click on the On Neverwinter Nights menu at the top and select Send Bird Message. You'll then be presented with a dropdown list of all your associated characters and also autocomplete text boxes for each character you wish to send your message to. Each message costs 25 True per recipient. There's nothing quite like receiving a bird message so I encourage you to use the system to send messages to friends in game! If you need any help with anything associated with the system or linking your web account with your NWN Characters feel free to ask. 

198
Layonara Server / Version 3.40.1 is online!
« on: January 24, 2015, 11:34:59 am »

Version 3.40.1 is online!

Not much to this one except a couple nice to haves. You will need the following updated ctrl hak, don't worry it's quite a small file:

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layo_ctrlv3r19.rar (353KB)

Fixes:

  • Shield of Faith spell script was signalling wrong event

  • Endure elements wasn't taking into account extended spell

  • Added area tile edge files

  • =c fixhorsehead if you get stuck with a horsehead

  • Fix couple transitions which pointed you the wrong way

  • Fixed rest area in Angels Guild Hall

  • Length of time a merchant had +/- feelings for you could be in negative

  • Fix issue with not being sent back to your bind point when it was on former Central server when respawning

  • House had the name Pranzis instead or Prantz

Additions:

    [li]

    Tweak AoE spells to last better in lag and with the caster moving[/li][li]

    Silence spell ignores ally's SR[/li][/list]


199
Layonara Server / Version 3.40 is online!
« on: December 26, 2014, 01:20:17 pm »

Version 3.40 is online!

This isn't a very significant update in terms of fixes or additions for players but those will be coming. The biggest change is merging Central and West together and cleaning up the haks. We hope this will make joining up and playing together easier plus it alleviates issues with the cross server portals, horses and other inconsistencies across the servers. It also makes deployment, administration and coding a bit simpler. Should the need arrive to separate them due to performance or other issues then we'll go back to that way but all the other updates mentioned in this post will still exist.

If you haven't downloaded any haks I mentioned earlier you can get them from here in one large rar (the Downloads section will be updated shortly to get each individual hak should that be easier for you):

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layonara_haks.rar (914MB)

If you have recently downloaded the big hak I mentioned in the other thread to get a jump on things, you will now only need to get the two below:

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layo_ctrlv3r18.rar (346KB)

http://e5bf79fd7133583b11df-dabb80c66fac67c5c4cbee545d8dd728.r44.cf1.rackcdn.com/haks/layo_resr1.rar (6.83MB)

Fixes:

  • Fix vine mine hampering to work properly, also fixed bug where movement speed didn't return to normal on exit

  • Fix some areas in The Deep not being set to Night only

  • Fix River of Darkness vampire spawns

  • Fix Imbue III bug with lighting being 1d8 instead of 2d6

  • Fix Divine Might and Divine Shield to be personal instead of medium range

  • Fix minimaps not being displayed properly in many areas

  • Remove debug messages from grave robber script

  • Fix many tileset quirks/bugs and reasons for crashing

Additions:

    [li]

    Added recipe cards for all devices to crafting merchants[/li][li]

    Added a roulette table to Scamps Mug Inn[/li][li]

    Updated icons for spell immunities to show which immunities instead of a generic icon[/li][/list]

    Other updates:

    • Tweak AI on many creatures to be a bit smarter. This started with some of the creatures (Shadows in Storan's Crypt and Vampire Weavemistresses) not doing anything and became a larger effort. Be warned that creatures might not act the same as you're used to. 

    • Server will now preload all houses which have furniture in them owned by players who have played within the last two weeks. This will curtail lag spikes during play and instead puts a bit of delay on server start up instead

    • Developed logic to exceed palette size without crashing DM client by removing non used items from the DM Creator palette only (but not from the module). DMs can no longer use the creator for Creature Items (Skins, Slams, Claws etc), Deeds and Demon Cards. You can still create these by command but I don't see why you'd need to. In the case of refunding Deeds for example, just buy them from a merchant as a DM.

    • Moved all dynamic resources into the module or haks

    • Merge both modules into one

    • Reorganize haks to get rid of duplicates and make resource usage more efficient

    Merry Christmas!

    -orth


200
Fixed Bugs / Bard Song - xIrxResistable Dance
« on: March 04, 2015, 08:02:59 pm »
Description: Since Acacea's WoodlandFrolic-esque curse song is countered with a will save, it should probably respect mind immunities.Location: N/A :)Verified:Reproducible: Give me some unliving beetles and a few tries ! Not a big deal. I mean, to me. To insects and undead, yeah, probably irritates the heck out of them...
The following users thanked this post: Lance Stargazer, davidhoff

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